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Bob Smith
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Posted: 25 Feb, 2008
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Joined: 03 Apr, 2007 Posts: 241
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UnLimiTeD wrote: Won't this somehow kill the Faction balance? UEF Always had a weakness against Air. I think thats on purpose.
I'm not really sure how an unarmed mobile Air Staging pad will be unbalancing given all it can do is allow a few ASFs to stay alive a bit longer by adding micro. Actually getting 25 Armageddons is quite an undertaking, and the other new UEF aircraft are very situational (Hackers are good in most cases, but don't do as much front-loaded damage as a GG, Blackouts just keep your fighters alive longer and Pelicans fail against Cybran TMD, Loyalists and even enough Buzzkills)
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Did anyone say new units?
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UnLimiTeD
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Posted: 27 Feb, 2008
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Joined: 07 Jan, 2008 Posts: 26
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Well I figured out my last post was complete nonsense when looking at the surrounding again.
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student1
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Posted: 03 Mar, 2008
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Joined: 29 Feb, 2008 Posts: 84
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Hi first of all great mod, probably the best unit mod i have seen  . Love the new experimentals, the cloak its a great idea =)! Finally you can stop bomb runs with a little ingenuity  ! Maybe an idea for an experimental, how about an anti air exp that only deals with air and shreds t3 as like no tomorrow but is heavily weaken by ground flak (so its not too overpowered);)! Anyway just a thought!
great mod, thanks for all the time put into this  !!
Last edited by student1 on 03 Mar, 2008, edited 1 time in total.
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Milk
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Posted: 03 Mar, 2008
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Joined: 04 Apr, 2007 Posts: 96
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work out the kinks in the FA port yet?
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Bob Smith
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Posted: 03 Mar, 2008
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Joined: 03 Apr, 2007 Posts: 241
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Milk wrote: work out the kinks in the FA port yet?
I've been bogged down with work, so I haven't had time to work on it.
However, this means I have had an idea!
http://files.filefront.com/TheSmithPack ... einfo.html
This is the FA beta, with most of the new units (it doesn't have the UEF T2 carrier.)
It works to an extent in FA, but there are bugs.
People are welcome to download it, and if they have the know-wots try and fix the bugs, and then tell me how they did it!
The same goes for balance.
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Did anyone say new units?
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Milk
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Posted: 03 Mar, 2008
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Joined: 04 Apr, 2007 Posts: 96
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Bob Smith
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Posted: 03 Mar, 2008
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Joined: 03 Apr, 2007 Posts: 241
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Milk wrote: i'm on it!
Thanks! I won't update the OP just yet, though. This isn't really a full release.
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student1
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Posted: 03 Mar, 2008
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Joined: 29 Feb, 2008 Posts: 84
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Thanks man  ! Very sweet release was just waiting for this one  !! Will test and give feedback!!
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UnLimiTeD
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Posted: 04 Mar, 2008
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Joined: 07 Jan, 2008 Posts: 26
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liqwidstyx
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Posted: 04 Mar, 2008
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Joined: 26 Feb, 2007 Posts: 1004
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wow ive been around a bit and just found this mod. looks great! cant wait to try it! do you plan on adding AI support?
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Bob Smith
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Posted: 04 Mar, 2008
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Joined: 03 Apr, 2007 Posts: 241
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liqwidstyx wrote: wow ive been around a bit and just found this mod. looks great! cant wait to try it! do you plan on adding AI support?
AI support is really low on my priorities, to be honest. I first off want a working and fun unit pack before I try and learn a new type of modding.
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student1
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Posted: 04 Mar, 2008
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Joined: 29 Feb, 2008 Posts: 84
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Great mod, tested a bit with UEF faction and found a few bugs :
- Survey ships can be built by land factories and when built they explode.
-No pic for the super heavy tank of UEF
-No area of effect circle with the rift generator and not sure it hides your base as computer kept attacking, will have to test with lan
-Armaggedon design sure is sweet is just seems extremely weak. Tried to destroy 1 mex and it had to do 3-4 passes, did not use nuclear 8 warheads.
Otherwise very sweet, probably my best mod pack because of the interesting experimentals  !!
Great job!!
Last edited by student1 on 04 Mar, 2008, edited 1 time in total.
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Bob Smith
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Posted: 04 Mar, 2008
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Joined: 03 Apr, 2007 Posts: 241
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student1 wrote: Great mod, tested a bit with UEF faction and found a few bugs : - Survey ships can be built by land factories and when built they explode. -No pic for the super heavy tank of UEF -No are of effect circle with the rift generator and not sure it hides your base as computer kept attacking, will have to test with lan -Armaggedon design sure is sweet is just seems extremely weak. Tried to destroy 1 mex and it had to do 3-4 passes, did not use nuclear 8 warheads. Otherwise very sweet, probably my best mod pack because of the interesting experimentals  !! Great job!!
The Survey Ship issue is a known one that seems to occur with any naval engineer - the Grand Crusade team have the same issue with their Seraphim Build Sub.
-> Icons will be coming as soon as I do them, I may release an "icon pack" hotfix very soon!
To test the Rift, give the AI one, give them a Paragon and see if you can see the Paragon without Omni.
The Armageddon will only drop bombs if it has a long "run" to the target in a straight line. If anyone can help with that problem, speak up!
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student1
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Posted: 04 Mar, 2008
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Joined: 29 Feb, 2008 Posts: 84
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even better i ll start a lan game and test it out on my second computer  !
For the Armageddon i did some coding and it seems the seraphin bomber fixes this problem by forcing the unit to move far away from target and then attacking, the secondary ground guns might be what is preventing it from making the long run attack, if thats the case might want to give it a bit more air defenses and take away the ground guns, they are very weak anyway.
anyway i ll check the rift generator, would be nice to include an area of effect as it stands now you dont know whats cover by the rift.
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UnLimiTeD
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Posted: 04 Mar, 2008
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Joined: 07 Jan, 2008 Posts: 26
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Problems I found so far:
Bombard:
1. Icon looks pretty much UEF-like.
2. When hovering over it with the mouse the stats info (showing radar, antiair and so on) will reach the top of the screen, but be completely empty.
After that same goes for all other units, too, but these infowindows wont be empty.
Terror:
Totaly overpowered.
1. They are acting more like artillery than like a bomber, shooting their bombs at everything in range.
When I just took the Terror from the SC Version and raised it's hitpoints, it worked a lot better.*
2. Way to much damage, higher firerange, firespeed, splash, and --> overall DPS than a Stratbomber.
3. To low hitpoints, still the value of SC.
Keep in mind even with their about 135 HP they are more effective against everything that a statbomber .
*I recommend taking the one from the old SC version, reducing firerate by about 20% and raising hitpoints to 1200.
Armageddon.
Needs a long time to 'charge up' onto the enemy, if i spawn one within fatboy range of the enemy base, sometimes it happens it wont use its bombs, dunno why, they kept doing nothing but shooting their broadswordrockets, until i ordered one manually to attack a massextractor( in area attack mode ; By clicking attack command and then onto the target, not just rightclick).
UEF Tanks (the new ones) don't seem to have a texture when zoomed out, they were completely rad (my teamcolor).
even the wreckage was kinda red.
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student1
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Posted: 04 Mar, 2008
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Joined: 29 Feb, 2008 Posts: 84
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OK tested in lan, the rift generator works but it wont tell you what range it has so its hard to know where to put it so it cloaks the important buildings.
Didn t find any texture errors with tanks for my part all new ones seemed to have textures at all levels.
For a few other bugs in uef:
-The blackout has no texture or polygons at all (only shows as an air symbol) and can t be selected in group.
-The Pelican after its constructed causes the stat screen for every unit to extend vertically.
-The riskbreaker has no area surrounding the ship showing it has tactical missile defence.
-Attorney ship doesn t show the area circle for his torpedo defense capabilities
i ll check cybran next
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student1
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Posted: 04 Mar, 2008
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Joined: 29 Feb, 2008 Posts: 84
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Well checked Cybran, all seems pretty good. No major problems. Only issue i see is a balance one, the terror is way too overpowered  . Otherwise pretty good man!! Same little issues with the tactical or torpedo defense not showing but no major issues here!
good work!!
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student1
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Posted: 04 Mar, 2008
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Joined: 29 Feb, 2008 Posts: 84
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Well tried Aeon, i have to say i love the Sachiel Class, that beam weapon is amazing  !! Again race seems very clean, well done! Just found a few bugs :
-Experiemental shield effect has no texture, you can see the structure just not the shield effect surrounding the area of effect and even after it is activated and you have enough energy. Shield shows the area of effect unlike the rift generator very good!
-After i constructed the Obligation the stat screen for other units again started acting funny (went vertical).
Otherwise nothing but praises cool new units and nice experimentals, nice to see some other experimentals other than battlefields ones! Shield and rift generator were perfect! Great counter to a Mavor  !
Tks for all your great work and hope these nitpicks help!!!
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student1
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Posted: 04 Mar, 2008
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Joined: 29 Feb, 2008 Posts: 84
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Did some balance checking seems the Sachiel is a bit overpowered, might want to drop the dps on the beam weapon, 2 of these killed a Kraken in a few secs.
Update :
Checked price for Kraken and Sachiel and they seems priced correctly not so unbalanced so probably a good counter... a needed one against the Kraken  ! Distance vs short range all good  ! So should be ok
One Major Balance issue the aeon empiricist. Lol a flying beam weapon  . This is UBER unbalanced almost cried when one almost destroyed the enemy base in one volley  , This one has to be severely handicapped, just like the terror  ! But was crazy funny, supre cheap unit too =)
Another issue with Balance. Millennium class ship is way too good at dispatching airplanes and vessels, might be a bit too strong should probably be half as strong or even less.
Found a small bug with Sachiel and empiricist, seems the beam weapon doesn t stop firing after it is used. So it will stay on until the unit is destroyed...
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Bob Smith
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Posted: 04 Mar, 2008
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Joined: 03 Apr, 2007 Posts: 241
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Aw man, I thought I'd deleted the Empiricist! That's not supposed to be in there!
It was a failed attempt at a T3 Fighter/Bomber for Aeon which would fire lasers at air units and use its beam on land units. However, I couldn't get it to work properly.
I'm taking note of all your suggestions and will, as soon as I get a good moment, work on fixing them. However, I am monstrously busy and so my time for coding is low.
If the Blackout isn't showing a model, that's a little worrying - I'll look into it.
As to the status bar bug, I have no idea what causes it and so any advice on this matter would be much appreciated!
Thank you greatly for taking the time to comment, it means a lot to me.
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Did anyone say new units?
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student1
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Posted: 04 Mar, 2008
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Joined: 29 Feb, 2008 Posts: 84
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Hey its the least we can do!! Best unit mod in town =)! I might check some Lua tutorials and see how its done, mainly coded in c, c++ and java but might be worth a try... heck always something to lean!
tks again for this mod!! 
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Darkblade89
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Posted: 05 Mar, 2008
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Joined: 11 Nov, 2007 Posts: 140
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Bob Smith wrote: The Survey Ship issue is a known one that seems to occur with any naval engineer - the Grand Crusade team have the same issue with their Seraphim Build Sub.
Have you asked Mooilo? He's got a working T1 Aeon Construction Sub, not to mention two construction aircraft for Cybran.
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Mooilo
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Posted: 05 Mar, 2008
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Joined: 08 Jul, 2007 Posts: 5394
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This is really cool- my name had been mentioned in the Mod Talk forums more in the past month than since I started modding.
Also, the quick fix for not having the construction ships be built on air or land factories-
My build sub's code
Code: Categories = { 'SELECTABLE', 'BUILTBYTIER1FACTORY', 'BUILTBYTIER2FACTORY', 'BUILTBYTIER3FACTORY', 'BUILTBYEXPERIMENTALSUB', 'AEON', 'MOBILE', 'NAVAL', 'TECH1', 'NAVALCONSTRUCTION', 'ENGINEER', 'REPAIR', 'RECLAIM', 'CAPTURE', 'SUBMERSIBLE', 'VISIBLETORECON', 'RECLAIMABLE', 'T1SUBMARINE', 'SHOWQUEUE', 'OVERLAYMISC', 'SORTCONSTRUCTION', }, Notice that the category list doesn't have construction in it? The reason that air and land factories can build engineers is because of this line of code in their bp: Code: 'BUILTBYTIER1FACTORY CYBRAN MOBILE CONSTRUCTION',
BUILTBYTIER2FACTORY and BUILTBYTIER3 factory for the T2 and T3 factories, respectively. So you need to remove CONSTRUCTION from its category list.
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Bob Smith
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Posted: 05 Mar, 2008
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Joined: 03 Apr, 2007 Posts: 241
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Thanks for the tip!
I'm currently writing a list of everything suggested, and categorising it as "EASY, MEDIUM or HARD" and then "VERY IMPORTANT, COSMETIC and "DOES NOT WORK AS INTENDED"
This way I can easily check how far along my project is!
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UnLimiTeD
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Posted: 05 Mar, 2008
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Joined: 07 Jan, 2008 Posts: 26
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For the Terror:
I would suggest something like this:
Code: UnitBlueprint { ... Air = { ... LiftFactor = 3, MaxAirspeed = 13, MinAirspeed = 9, ... }, ... Buffs = { Regen = { Level1 = 2, Level2 = 4, Level3 = 6, Level4 = 8, Level5 = 10, }, }, ... Defense = { ArmorType = 'Light', Health = 1400, MaxHealth = 1400, RegenRate = 0, }, .... Veteran = { Level1 = 8, Level2 = 16, Level3 = 30, Level4 = 48, Level5 = 70, }, Weapon = { { ... CollideFriendly = false, Damage = 75, DamageFriendly = true, DamageRadius = 10, DamageType = 'Normal', DisplayName = 'Neutron Cluster Bomb', FireTargetLayerCapsTable = { Air = 'Land|Water', Land = 'Land|Water', Water = 'Land|Water', }, FiringRandomness = 16, FiringTolerance = 4, Label = 'Bomb', MaxRadius = 34, MuzzleSalvoDelay = 0.1, MuzzleSalvoSize = 8, MuzzleVelocity = 1, ProjectileId = '/projectiles/CIFNeutronClusterBomb01/CIFNeutronClusterBomb01_proj.bp', ProjectilesPerOnFire = 8, ... }, { ... AutoInitiateAttackCommand = true, BallisticArc = 'RULEUBA_None', CollideFriendly = false, Damage = 150, DamageFriendly = true, DamageRadius = 4, DamageType = 'Normal', DisplayName = 'Neutron Cluster Bomb', FireTargetLayerCapsTable = { Air = 'Land|Water', Land = 'Land|Water', Water = 'Land|Water', }, FiringRandomness = 12, FiringTolerance = 4, Label = 'Bomb', MaxRadius = 38, MuzzleSalvoDelay = 0.1, MuzzleSalvoSize = 8, MuzzleVelocity = 1, ProjectileId = '/projectiles/CIFNeutronClusterBomb01/CIFNeutronClusterBomb01_proj.bp', ProjectilesPerOnFire = 8, ...... }
Notice I halfed the damage and fire rate, as well as as the fireing tolerance and the aoe for the second 'bomb weapon'
Still very strong.
Btw:
You seem to have forgotten to change Airunits hitpoints.
The Aeon Rocket Bomber has 120 Hp if I remember right.
And it could use a little higher range, or dps respectively.
Pelican has the bug with the stats window, too.
greetz
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